Files
renderdoc/qrenderdoc/Widgets/ComputeDebugSelector.cpp
T
Steve Karolewics ec785ba167 Add ability to debug compute shaders by dispatch thread ID
In some cases it is easier to know the dispatch thread ID you want to
debug rather than the group/thread IDs. This change adds a new window
when the debug button is clicked, to allow you to specify which thread
to debug in the most convenient way.
2021-10-19 18:14:53 +01:00

127 lines
5.0 KiB
C++

/******************************************************************************
* The MIT License (MIT)
*
* Copyright (c) 2021 Baldur Karlsson
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
******************************************************************************/
#include "ComputeDebugSelector.h"
#include "Code/QRDUtils.h"
#include "ui_ComputeDebugSelector.h"
ComputeDebugSelector::ComputeDebugSelector(QWidget *parent)
: QDialog(parent), ui(new Ui::ComputeDebugSelector)
{
ui->setupUi(this);
m_threadGroupSize[0] = m_threadGroupSize[1] = m_threadGroupSize[2] = 1;
setWindowFlags(windowFlags() & ~Qt::WindowContextHelpButtonHint);
ui->groupX->setFont(Formatter::PreferredFont());
ui->groupY->setFont(Formatter::PreferredFont());
ui->groupZ->setFont(Formatter::PreferredFont());
ui->threadX->setFont(Formatter::PreferredFont());
ui->threadY->setFont(Formatter::PreferredFont());
ui->threadZ->setFont(Formatter::PreferredFont());
ui->dispatchX->setFont(Formatter::PreferredFont());
ui->dispatchY->setFont(Formatter::PreferredFont());
ui->dispatchZ->setFont(Formatter::PreferredFont());
// A threadgroup's size in any dimension can be up to 1024, but a dispatch can be 65535
// threadgroups for a dimension. Use that upper bound to fix the min size of all fields.
ui->groupX->setMaximum(65535);
int sizeHint = ui->groupX->minimumSizeHint().width();
ui->groupX->setMinimumWidth(sizeHint);
ui->groupY->setMinimumWidth(sizeHint);
ui->groupZ->setMinimumWidth(sizeHint);
ui->threadX->setMinimumWidth(sizeHint);
ui->threadY->setMinimumWidth(sizeHint);
ui->threadZ->setMinimumWidth(sizeHint);
ui->dispatchX->setMinimumWidth(sizeHint);
ui->dispatchY->setMinimumWidth(sizeHint);
ui->dispatchZ->setMinimumWidth(sizeHint);
}
ComputeDebugSelector::~ComputeDebugSelector()
{
delete ui;
}
void ComputeDebugSelector::SetThreadBounds(const rdcfixedarray<uint32_t, 3> &group,
const rdcfixedarray<uint32_t, 3> &thread)
{
// Set maximums for CS debugging
ui->groupX->setMaximum(group[0] - 1);
ui->groupY->setMaximum(group[1] - 1);
ui->groupZ->setMaximum(group[2] - 1);
ui->threadX->setMaximum(thread[0] - 1);
ui->threadY->setMaximum(thread[1] - 1);
ui->threadZ->setMaximum(thread[2] - 1);
ui->dispatchX->setMaximum(group[0] * thread[0] - 1);
ui->dispatchY->setMaximum(group[1] * thread[1] - 1);
ui->dispatchZ->setMaximum(group[2] * thread[2] - 1);
m_threadGroupSize = thread;
}
void ComputeDebugSelector::SyncGroupThreadValue()
{
ui->dispatchX->setValue(ui->groupX->value() * m_threadGroupSize[0] + ui->threadX->value());
ui->dispatchY->setValue(ui->groupY->value() * m_threadGroupSize[1] + ui->threadY->value());
ui->dispatchZ->setValue(ui->groupZ->value() * m_threadGroupSize[2] + ui->threadZ->value());
}
void ComputeDebugSelector::SyncDispatchThreadValue()
{
uint32_t group[3] = {ui->dispatchX->value() / m_threadGroupSize[0],
ui->dispatchY->value() / m_threadGroupSize[1],
ui->dispatchZ->value() / m_threadGroupSize[2]};
uint32_t thread[3] = {ui->dispatchX->value() % m_threadGroupSize[0],
ui->dispatchY->value() % m_threadGroupSize[1],
ui->dispatchZ->value() % m_threadGroupSize[2]};
ui->groupX->setValue(group[0]);
ui->groupY->setValue(group[1]);
ui->groupZ->setValue(group[2]);
ui->threadX->setValue(thread[0]);
ui->threadY->setValue(thread[1]);
ui->threadZ->setValue(thread[2]);
}
void ComputeDebugSelector::on_beginDebug_clicked()
{
// The dispatch thread IDs and the group/thread IDs are synced on editing either set, so we can
// choose either one to begin debugging.
uint32_t group[3] = {(uint32_t)ui->groupX->value(), (uint32_t)ui->groupY->value(),
(uint32_t)ui->groupZ->value()};
uint32_t thread[3] = {(uint32_t)ui->threadX->value(), (uint32_t)ui->threadY->value(),
(uint32_t)ui->threadZ->value()};
emit beginDebug(group, thread);
close();
}
void ComputeDebugSelector::on_cancelDebug_clicked()
{
close();
}